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why feudalism is better than republic

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  • #46
    Ok great, I will peek at the 1950, but that is way after the fact.

    So hit me with a few save, so I can try and see what you were up and if you feel like any run down on a summay.

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    • #47
      Regent get 0 units to start, Monarch gets 1 offensive units.
      This will be the best type the civ knows. In all but a maybe Germans that mean warriors. Monarch gets 2 defensive units to start. This means is the best one they can build.

      Monarch gets 4 extra free unit support beyond the government level.
      1 bonus for each city.
      Transition of government is 4.
      Cost factor is 10 for Regent and 9 for Monarch.
      AI to AI trade is 130 for Regent 140 for Monarch.
      Barbs is 200 for Regent and 100 for Monarch.
      OCN is 90% for Regent and 85 for MOnarch.
      Last edited by vmxa1; January 23, 2004, 02:38.

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      • #48
        Bonus for Each City (AI Unit Support Bonuses)
        Determines how many extra units the AI can support per city, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses

        Max Government Transition Time (AI Bonuses)
        Determines the maximum number of turns the AI must remain in the transition government type (default is Anarchy) before transitioning to the newly selected government type. Setting this number lower will reduce the negative effects of switching governments. The default value of zero means there is no maximum to how long this can take.

        Cost Factor (AI Bonuses)
        Determines the cost factor that is applied to AI growth, shields, and research. The player's cost factor is always 10. Choosing a value higher than 10 means the AI will be at a disadvantage, while choosing a value lower than 10 means the AI will be at an advantage.

        AI to AI trade rate (AI Bonuses)
        Determines the percentage multiplier used in AI – AI trade sessions on the selected difficulty level. This value is a percentage (acceptable values range from 100% to 1000%) which is multiplied by the total value (in gold) of the initiating civ’s offerings, which is used by the "other" AI civ to determine whether a deal is acceptable or not. For example, with a rate of 120, an AI civ offering 100 gold to another AI civ for something would actually be worth 120 gold to the other AI civ.

        This rate directly affects the frequency and aggressiveness with which AI civs trade amongst themselves.

        Attack Bonus Against Barbarians
        Determines the attack bonus enjoyed by any player (human or AI) against barbarians. A value of zero means the barbarians have no combat disadvantage, thus a barbarian warrior would be as powerful as the warrior of any player in the game.

        Percentage of Optimal Cities
        Determines what percentage of the optimal number of cities setting (found on the world sizes page) is actually optimal on the selected difficulty level. If this value is 100%, the optimal number of cities will be equal to the default setting for the given world size. At 50%, the optimal number of cities is halved. At 200%, the optimal number of cities is doubled. This value will not match the value on the World Sizes page exactly because the corruption setting of the player's government type is also a modifier.

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        • #49
          .
          Last edited by ZEE; December 22, 2010, 19:59.
          The Wizard of AAHZ

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          • #50
            AAHZ - Regent is level but isn't because the AI is inefficient. Try playing with the governors on in your cities and see what a mess they make. The AI is limited to that. So it is possible to outproduce the AI at Monarch once you get the hang of optimising what your cities are doing.

            Emperor is harder work and a lot more micromanagement for the same result. I don't play harder levels than that.
            Never give an AI an even break.

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            • #51
              AAHZ's feudalism strategy part 1

              .
              Last edited by ZEE; December 22, 2010, 20:00.
              The Wizard of AAHZ

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              • #52
                Originally posted by AAHZ
                wow dosent seem like theres that much of a difference based on those numbers but it sure plays like it. regent level seems to me be the "normal" level. Monarch seems to be the "hard" level with it becoming even more challenging as you go up the ladder. i guess even with 1 point and 5% differences, thats all the leg up the computer needs to get a huge lead on the player. maybie the only way to catch up is archer/horseman rush, and beat the AI into giving up all its tech. i HOPE thats not the only way to win.

                will post my first save with summary a little later today.
                They start with 3 beyond the ones you normally have. Then the small bonuses kick in. Cheaper trade and a big one is the support issue. That frees a lot of gold to be used for something else.
                You can get back in the race by force or GL or better empire management. As you move up the option to use force gets harder to do as they get even moe units and even settlers.

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                • #53
                  edit- i also have ivory and math so you know im going to build zeus!


                  Now that is just too mean.

                  Huge with 8, man you will be going nuts trying to fill up all that land.

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                  • #54
                    .
                    Last edited by ZEE; December 22, 2010, 20:00.
                    The Wizard of AAHZ

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                    • #55
                      I just took a peek at the 1950AD game.
                      You can win either way of course.

                      Why do you let the zulu have that stack next ot Muscat, which only has on TOW?

                      Why do you have Aztec cities on the mainland?

                      Cities are placed very far apart.

                      Worker on automate? I did not check, but I see mines on tiles that cannot be worked. I see irrigated tiles that cannot be worked.

                      I got some errands to do and then I will look at the dutch game, thanks.

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                      • #56
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                        Last edited by ZEE; December 22, 2010, 20:01.
                        The Wizard of AAHZ

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                        • #57
                          Oh that stack, I'll just wipe them out quickly if they declare war it's all industrial age units. I'm also getting bored and lazy since I've already won, that's why I have my cities set to governers and my workers on automate. I never do that unless I know the game is already in the bag.

                          Not sure what you mean about Aztec cities on the mainland, if you mean those 2 or 3 cities inside my empire those are because of culture flips I should have razed the Aztec cities instead since my culture is inferior to them.

                          My cities are placed very far apart, that is what you need for the end game. The ones on the island that I started on are mostly founded by me (you can check the city names). The ones on the mainland are conquered cities. If I was an obsessive freak like some of the players on this forum I could abandon all the conquered cities and refound them so they are placed optimally.

                          The strategy for this game was to place my cities very close together at the beginning, something like this -

                          o_ _ x _ P _ x _ _ o

                          - P is my palace city
                          - x are temporary cities that I abandon later in the game
                          - o are permanent cities placed with no overlaping radius

                          and the same to the north and the south of the palace.

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                          • #58
                            Ah sorry got confused. Nisku the thing about the Zulu is they could attack anytime and with 4 units they may get lucky and take the city. If they do and raze, that is no fun.

                            I would surround them with MA and put two MI in the city so nothing funny could happen.

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                            • #59
                              AAHZ are you using Accel Production?

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                              • #60
                                .
                                Last edited by ZEE; December 22, 2010, 20:01.
                                The Wizard of AAHZ

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